/Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/PolyEditingUVUtil.h
Compute the total UVLength/MeshLength ratio along the given VertexPath. Other 3D lengths can then be scaled to comparable UV-space lengths by multiplying by this value. Edges must exist between the vertices along the path, and loops are not considered. Each UV edge for a 3D edge is considered, ie if a 3D edge corresponds to 2 UV edges, both are counted, and if the 3D edge has no UV edges, it is skipped.
UVPathLength / PathLength, or 1.0 if no valid UV edges along the path existed
namespace UE { namespace Geometry { double UE::Geometry::ComputeAverageUVScaleRatioAlongVertexPath ( const [FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & Mesh, const [FDynamicMeshUVOverlay](API\Runtime\GeometryCore\DynamicMesh\FDynamicMeshUVOverlay) & UVOverlay, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & VertexPath, double * PathLengthOut, double * UVPathLengthOut ) } }